Full Name |
Lamb and Wolf |
Race |
Lamb And Wolf |
Classes/Levels |
Summoner 11 |
Gender |
Female and Male |
Size |
S and L |
Alignment |
LN and CN |
Languages |
A Lot |
Strength |
12 |
Dexterity |
20 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
19 |
About Lamb&Wolf
Lamb
Female lamb summoner (unchained, spirit summoner) 11 (Pathfinder RPG Advanced Class Guide 123, Pathfinder Unchained 25)
LN Small outsider (native)
Init +11; Senses darkvision 60 ft., scent; Perception +24
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+6 armor, +5 Dex, +1 natural, +1 size)
hp 91 (11d8+22)
Fort +7, Ref +10, Will +13
Defensive Abilities shield ally; DR 3/magic
Weaknesses delicious, vulnerable to electricity
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +10/+5 (1d3+1/19-20)
Ranged +1 designating, lesser endless ammunition darkwood longbow +13/+8 (1d6+7/19-20/×3)
Summoner (Unchained, Spirit Summoner) Spells Known (CL 11th; concentration +15)
. . S spirit magic spell; Spirit Bones Wandering Spirit
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 10, Wis 16, Cha 19
Base Atk +8; CMB +8; CMD 23
Feats Deadly Aim, Extra Evolution[UM], Extra Evolution[UM], Extra Evolution[UM], Improved Initiative, Point-Blank Shot, Precise Shot
Traits reactionary, totem spirit - lyrune-quah (moon clan), twinned presence
Skills Acrobatics +5 (+9 to jump), Intimidate +19, Knowledge (history) +14, Linguistics +14, Perception +24, Ride +24, Stealth +23
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Senzar, Sylvan
SQ bond senses (11 rounds/day), eidolon (unchained), life link, shaman hexes (bone lock, deathly being, fearful gaze), shard soul, spirit (), touch of the grave, warded against nature
Other Gear +2 jousting mithral chain shirt, +1 designating, lesser endless ammunition darkwood longbow, dagger, belt of physical might +2 (Dex, Con), bracers of falcon's aim[UE], cloak of resistance +2, eyes of the eagle, handy haversack, headband of inspired wisdom +4, backpack, bedroll, belt pouch, cold weather outfit, fishhook (2), flint and steel, hip flask[UE], hot weather outfit[APG], saddlebags, sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], string or twine[APG], tent, medium[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 175 gp, 6 sp, 9 cp
--------------------
Special Abilities
--------------------
Bond Senses (11 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Bone Lock (11 rounds, DC 18) (Su) Foe in 30 ft is staggered 11 rds (Fort neg, resave each rd)
Cold weather outfit +5 Fort save vs. cold weather.
Damage Reduction (3/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathly Being (Su) Channeled energy affects you as though you are undead.
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Fearful Gaze (DC 18) (Su) As a standard action, foe in 30 ft is frightened 1 rd (Will neg).
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scent (corpses & badly wounded only) (Ex) Detect opponents within 15+ feet by sense of smell.
Shard Soul (5d6 piercing dam, 3/day) (Su) As a standard action every d4 rds, bone shards dam foes in a 10-foot burst (Ref half).
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Totem Spirit - Lyrune-Quah (Moon Clan) +1 trait bonus on Will saves and a +2 trait bonus on Perception checks.
Touch of the Grave (1d4+5 negative energy, 7/day) (Su) As a standard action, melee touch deals damage. Wielded weapons are unholy.
Twinned Presence Your eidolon—and your connection to it—makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds you
Vulnerable to Electricity You are vulnerable (+50% damage) to Electricity damage.
Warded Against Nature Animals will not willingly approach within 30 ft.
--------------------
Wolf
Quadruped
CN Large outsider (elemental)
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
hp 94 (9d10+36)
Fort +10, Ref +9, Will +4 (+4 morale bonus vs. enchantment spells and effects)
Defensive Abilities evasion; Immune fire, paralysis, sleep
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +11/+6 (1d8+18 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 19, Int 7, Wis 12, Cha 11
Base Atk +9; CMB +13 (+17 grapple, +15 overrun); CMD 29 (31 vs. overrun, can't be tripped)
Feats Ability Focus (poison: - injury), Blind-fight, Charge Through[APG], Combat Reflexes, Improved Overrun, Power Attack
Skills Acrobatics +3 (+15 to jump), Perception +13, Ride +3 (+5 to stay in the saddle), Sense Motive +13, Stealth +11, Survival +13 (+15 to avoid becoming lost)
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Senzar, Sylvan
SQ devotion
Other Gear incandescent blue sphere ioun stone, wayfinder[ISWG], exotic military saddle
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Charge Through You can make a free overrun as part of a charge.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Magic/Aligned Attacks (Su) Your natural attacks are magic and share your alignment.
Mount (Ex) The Eidolon can serve as a combat-trained mount.
Poison: - Injury (DC 20) (Ex) Poison—Injury; save Fort DC 20; freq 1/rd for 4 rds; effect 1d4 Con; cure 1 save.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).